Some more details on combat and the era if possible :)
Some more details on combat and the era if possible :)
Well, me and my friends have been playing here for a couple weeks now. There's a total of 7 of us playing currently, hopefully more to come, although other than the melee timers (with the last thread I made on melee clarification), there's been a few other things we've really been confused about. It's been a long time since we played UO, and we're not sure whats era accurate, needs to be fixed, was introduced after this era, etc. If anyone would help clear up a few things we've been tossing around trying to accurately remember, and letting us know if its how it should be or still needing to be patched, that would be amazing.
1. Gheal through poison? Didn't you have to cure before a gheal would heal, or was that introduced after this era or something?
2. I keep reading in the forums (I've been digging through a lot of threads), about some kinda hally whacking exploits, or it not being era accurate, or something just being outa place (lots of hally conversations). Can anyone give us the low down on that, what's up with hally mages, cause it seems like everyone in the world is one, I was watching one of the automated events (1v1) earlier, and nearly everyone was a hally mage (I did see 1 bow mage!). Although I know the goal of this server is to be accurate to the era, this shouldn't be this terribly unbalanced right?
3. Whats up with minor heal and gheal, are they accurate, I've heard people consider mage battles mana attrition yet every mage fight I've seen they act like they have a limitless pool of mana and can heal through the apocalypse. Is either the magic heals or passive meditation messed up?
4. 1 House per character? Little rant here, unless I'm crazy this totally isn't era accurate right, I mean, I haven't played UO in a long time, but I really don't remember being able to have a house for everyone of my characters, let alone 3 accounts. So that totals up to what, a max of 15 houses per player on this server?! Where is the logic of this, to make it more difficult for new players to setup anything other than a small house in an obscure area while people refresh their 15 houses a day before they go IDOC? Don't get me wrong, we got some housing (one L and 3 smalls), we managed a trade with another player for the L shape who was cool and we didn't even need a broker. But seriously, isn't the fact that the world is filled with lifeless buildings not being used discouraging to new players who could start up an honest living, save up for a house/town, and place it themselves and/or around friends without having to make a somewhat risky transaction with a stranger for significantly more gold (significant for a new player at least) and a location potentially far away from other friends because of lifeless buildings not being used in the way?
5. Archery, is there some kinda funky delay with archery or what. We understand now that weapon timers only refresh while stationary (which is hopefully being patched soon), but even when switching between melee/archery, there seems to be this long funky delay, is this normal, am I crazy, is it being patched?
6. Stamina, is the calculation right for stamina loss/attack speed loss? Maybe it was changed after t2a, but when I played it in no way seemed to effect the attack speed as drastically as it does here. Sometimes I'm fine, other times even if my stam is still pretty high my swings seem slower than the hally mage ganking me.
Thanks for the previous information in my last thread btw, people were really helpful and quick to respond.
1. Gheal through poison? Didn't you have to cure before a gheal would heal, or was that introduced after this era or something?
2. I keep reading in the forums (I've been digging through a lot of threads), about some kinda hally whacking exploits, or it not being era accurate, or something just being outa place (lots of hally conversations). Can anyone give us the low down on that, what's up with hally mages, cause it seems like everyone in the world is one, I was watching one of the automated events (1v1) earlier, and nearly everyone was a hally mage (I did see 1 bow mage!). Although I know the goal of this server is to be accurate to the era, this shouldn't be this terribly unbalanced right?
3. Whats up with minor heal and gheal, are they accurate, I've heard people consider mage battles mana attrition yet every mage fight I've seen they act like they have a limitless pool of mana and can heal through the apocalypse. Is either the magic heals or passive meditation messed up?
4. 1 House per character? Little rant here, unless I'm crazy this totally isn't era accurate right, I mean, I haven't played UO in a long time, but I really don't remember being able to have a house for everyone of my characters, let alone 3 accounts. So that totals up to what, a max of 15 houses per player on this server?! Where is the logic of this, to make it more difficult for new players to setup anything other than a small house in an obscure area while people refresh their 15 houses a day before they go IDOC? Don't get me wrong, we got some housing (one L and 3 smalls), we managed a trade with another player for the L shape who was cool and we didn't even need a broker. But seriously, isn't the fact that the world is filled with lifeless buildings not being used discouraging to new players who could start up an honest living, save up for a house/town, and place it themselves and/or around friends without having to make a somewhat risky transaction with a stranger for significantly more gold (significant for a new player at least) and a location potentially far away from other friends because of lifeless buildings not being used in the way?
5. Archery, is there some kinda funky delay with archery or what. We understand now that weapon timers only refresh while stationary (which is hopefully being patched soon), but even when switching between melee/archery, there seems to be this long funky delay, is this normal, am I crazy, is it being patched?
6. Stamina, is the calculation right for stamina loss/attack speed loss? Maybe it was changed after t2a, but when I played it in no way seemed to effect the attack speed as drastically as it does here. Sometimes I'm fine, other times even if my stam is still pretty high my swings seem slower than the hally mage ganking me.
Thanks for the previous information in my last thread btw, people were really helpful and quick to respond.
Re: Some more details on combat and the era if possible :)
You must cure if you are poisoned before healing. Not sure what you saw or the situation but a poisened character can not be healed. Did they drink a cure pot? Have bandages healing them then cast heal?Grom wrote:Well, me and my friends have been playing here for a couple weeks now. There's a total of 7 of us playing currently, hopefully more to come, although other than the melee timers (with the last thread I made on melee clarification), there's been a few other things we've really been confused about. It's been a long time since we played UO, and we're not sure whats era accurate, needs to be fixed, was introduced after this era, etc. If anyone would help clear up a few things we've been tossing around trying to accurately remember, and letting us know if its how it should be or still needing to be patched, that would be amazing.
1. Gheal through poison? Didn't you have to cure before a gheal would heal, or was that introduced after this era or something?
Hally mages were popular in T2A. People here tend to have a hard on for them. I don't see the big deal personally. Bow mage is possible but your dps is alot lower than other options if you want a melee skill on a mage.Grom wrote: 2. I keep reading in the forums (I've been digging through a lot of threads), about some kinda hally whacking exploits, or it not being era accurate, or something just being outa place (lots of hally conversations). Can anyone give us the low down on that, what's up with hally mages, cause it seems like everyone in the world is one, I was watching one of the automated events (1v1) earlier, and nearly everyone was a hally mage (I did see 1 bow mage!). Although I know the goal of this server is to be accurate to the era, this shouldn't be this terribly unbalanced right?
I kinda see what your saying here. Alot of the player's utilize regular heal which saves on mana and heals a decent amount for a regular mage. The end result being: They spent way less mana to heal 70% of your damage that you spent alot of mana to cast.. leaving them with mana to spare. This is just smart casting not any messed up formula; at least to my understanding.Grom wrote: 3. Whats up with minor heal and gheal, are they accurate, I've heard people consider mage battles mana attrition yet every mage fight I've seen they act like they have a limitless pool of mana and can heal through the apocalypse. Is either the magic heals or passive meditation messed up?
Your beating a Zombie here. I agree with you yet this policy won't change. What I will say is that you can get whatever size building you want fairly easily through the forums here. Could you get a small town? Sure but like any other server it won't be cheap. As far as 'risky' transaction only do business through a broker such as Tabius. There are SEVERAL threads on who is and is not a good broker.. on that note if anybody from cA posts about a broker ignore their comments.Grom wrote: 4. 1 House per character? Little rant here, unless I'm crazy this totally isn't era accurate right, I mean, I haven't played UO in a long time, but I really don't remember being able to have a house for everyone of my characters, let alone 3 accounts. So that totals up to what, a max of 15 houses per player on this server?! Where is the logic of this, to make it more difficult for new players to setup anything other than a small house in an obscure area while people refresh their 15 houses a day before they go IDOC? Don't get me wrong, we got some housing (one L and 3 smalls), we managed a trade with another player for the L shape who was cool and we didn't even need a broker. But seriously, isn't the fact that the world is filled with lifeless buildings not being used discouraging to new players who could start up an honest living, save up for a house/town, and place it themselves and/or around friends without having to make a somewhat risky transaction with a stranger for significantly more gold (significant for a new player at least) and a location potentially far away from other friends because of lifeless buildings not being used in the way?
+1 though I believe this is a known issue.Grom wrote: 5. Archery, is there some kinda funky delay with archery or what. We understand now that weapon timers only refresh while stationary (which is hopefully being patched soon), but even when switching between melee/archery, there seems to be this long funky delay, is this normal, am I crazy, is it being patched?
I haven't had an issue though that doesn't mean much... but wtf are you doing that your getting ganked by a hally mage? I've been here a year and been pk'd maybe 4 times total. If your trying to get a house/town for you and your friends what are you doing that results in dying to a hally mage in pvp?Grom wrote: 6. Stamina, is the calculation right for stamina loss/attack speed loss? Maybe it was changed after t2a, but when I played it in no way seemed to effect the attack speed as drastically as it does here. Sometimes I'm fine, other times even if my stam is still pretty high my swings seem slower than the hally mage ganking me.
All in all I think you and your friends will like UOSA. If you have questions on anything send me a PM or post up and the community is pretty helpful. There are some bad apples but their not that common... again ignore 'opinions' by cA members: They are funny and in some context are very helpful but realize that they have their own agenda.
Thanks for the previous information in my last thread btw, people were really helpful and quick to respond.[/quote]
AwesomenessFaust wrote: Why are you questioning everything when you are too lazy to find this stuff yourself?
The whole approach on your part is rather ironic. Refuse to do the work in finding the information yourself but rebute anything that is presented to you.
Re: Some more details on combat and the era if possible :)
Not to be rude, but are we playing on different servers? How on earth do you not get constantly ganked, are you like, hunting skeletons and zombies or something? We aren't craftsmen, WE ARE WARRIORS! (well i'm the only warrior left, but the rest are becoming hally mages now lol). Blood Ele's, Balrons, Gazers, LL's, Ancient Wyrm, T2A lands, etc, all are frequented by murderers several times throughout the day. If you dungeon crawl like we do, you see them + every blue is a potential murderer too.tenduil wrote: I haven't had an issue though that doesn't mean much... but wtf are you doing that your getting ganked by a hally mage? I've been here a year and been pk'd maybe 4 times total. If your trying to get a house/town for you and your friends what are you doing that results in dying to a hally mage in pvp?
I don't know how a situation like this has only occurred to you 4 times in a year, unless you spend your time hunting wildlife and getting drunk in taverns. Today alone I had to quickly recall away from 3 gank attempts, last night 2 of our guys got insta gibbed from gate gank-squads, and pretty much anytime spent in lucrative areas of dungeons result in those sorts of situations. Not complaining, mind you, that's one of the things I love about UO, the extra challenge of survival murderers add to the game, I just don't understand how you say you never see this.
Re: Some more details on combat and the era if possible :)
Also
Not true, just tested it. Got my mage damaged, poisoned him, could mini heal/greater heal just fine, didn't even need to cure poison. Can anyone else help shed some light/verify the questions me and my friends have on whats accurate to the era and what still needs to be changed?
tenduil wrote:You must cure if you are poisoned before healing. Not sure what you saw or the situation but a poisened character can not be healed. Did they drink a cure pot? Have bandages healing them then cast heal?Grom wrote: 1. Gheal through poison? Didn't you have to cure before a gheal would heal, or was that introduced after this era or something?
Not true, just tested it. Got my mage damaged, poisoned him, could mini heal/greater heal just fine, didn't even need to cure poison. Can anyone else help shed some light/verify the questions me and my friends have on whats accurate to the era and what still needs to be changed?
Re: Some more details on combat and the era if possible :)
You can Gheal/MHeal through poison, but you cannot bandage through it.Grom wrote:Also
tenduil wrote:You must cure if you are poisoned before healing. Not sure what you saw or the situation but a poisened character can not be healed. Did they drink a cure pot? Have bandages healing them then cast heal?Grom wrote: 1. Gheal through poison? Didn't you have to cure before a gheal would heal, or was that introduced after this era or something?
Not true, just tested it. Got my mage damaged, poisoned him, could mini heal/greater heal just fine, didn't even need to cure poison. Can anyone else also shed some light/verify the questions me and my friends have on whats accurate to the era and what still needs to be changed?
This wasn't changed until UO:R.
28 Apr 2000
http://www.uoherald.com/news/news.php?newsid=600You will not be able to heal a poisoned character through any method (healing skill, spells, potions, etc.) until they are first cured of the poison.
Re: Some more details on combat and the era if possible :)
thanks, good to know its era accurate and not me losing my sanity and seeing something others apparently don't.
If any frequent pvp'ers could elaborate more on 2, 3, 5, and 6, it would be appreciated. If there's a logical reason for people to have 15 houses per player, that would also be interesting to know, as it's definitely not era accurate and discouraging to new players.
If any frequent pvp'ers could elaborate more on 2, 3, 5, and 6, it would be appreciated. If there's a logical reason for people to have 15 houses per player, that would also be interesting to know, as it's definitely not era accurate and discouraging to new players.
Re: Some more details on combat and the era if possible :)
One house per character is accurate. It was changed in the same patch as the no-healing through poison.Grom wrote:If there's a logical reason for people to have 15 houses per player, that would also be interesting to know, as it's definitely not era accurate and discouraging to new players.
28 Apr 2000
http://www.uoherald.com/news/news.php?newsid=600One House per Account per Shard
Players will only be allowed to own one house per account on each shard. The system will not be retroactive and current house owners will not be forced to redeed houses if they have more than one. For accounts that already own more than one house, the system works in the following manner:
* When you successfully find a proper location to place a house, a window will appear before you place the house.
o The window will tell you that if you place this new house, all of your other houses on that shard will not be refreshable.
+ If you select “ok” the house will be placed and your other houses will be marked as “condemned”.
+ All of your condemned houses will be refreshed automatically. This will give you the full amount of time (approximately 10 days) to move your items to the new house.
+ You will not be able to refresh a condemned house.
+ You will still be able to enter your other houses, redeed them, and/or transfer them to another player.
* After placing a house, you will not be able to place another house for 10 days.
Accepting transfer of a house while owning other houses will cause the houses to be marked as "condemed".
Re: Some more details on combat and the era if possible :)
wow really? Well, I guess it is era accurate (although I'd imagine most people only had 1 account, not 3), just read some of the changes the UO:R patch did, and although I think some of them are good (except trammel of course) I guess I'd be barking up the wrong tree to ask for it on a T2A server. Thanks for all the responses. Seeing that link makes me miss a lot of changes to combat balance though, makes me wish there was a UO:R minus the trammel shard, I think they made a lot of good decisions with combat tweaking in that patch, but that's personal opinion, and this is a dedicated T2A shard
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Re: Some more details on combat and the era if possible :)
Question is, do you think 15 houses per account is game breaking? I mean ffs, what if someone were to place 15 castle deeds? lol!
Re: Some more details on combat and the era if possible :)
Yes this was a big part of the era and I think discussion is an important part of progress on this issue
Re: Some more details on combat and the era if possible :)
Not being able to heal through poison was added in UO:R which is after this era. you could always heal through poison before then.
If your using bandaids, its a different story. If you start your healing timer, then get poisoned, the healing will cure the poison instead of damage since the poison takes precedence over damage for bandaids.
If your using bandaids, its a different story. If you start your healing timer, then get poisoned, the healing will cure the poison instead of damage since the poison takes precedence over damage for bandaids.
Markmosthandsome wrote:lol wtf I'm in the guild and Idk what's going on....Finesse wrote:-f- disbanded no comment.
<Pristiq> Shut up prodigy you anti-intellectual simian.
Re: Some more details on combat and the era if possible :)
Definitely sounds like you're looking for a UOR shard in my honest opinion... However, don't bother looking for one that aims to replicate one the same way UOSA does for the t2a era. There just isn't any real accurate versions of UOR shards out there or even a shard based on that era worth playing. You should stick around here to see if you end up enjoying the old school t2a era.
I really wouldn't bother commenting on any melee mechanics if I were you at least until the upcoming combat patch is implemented.
I really wouldn't bother commenting on any melee mechanics if I were you at least until the upcoming combat patch is implemented.
Re: Some more details on combat and the era if possible :)
if there was a UO:R without trammel, I definitely would enjoy that combat system vs a world of tank mages, personally. I'll adapt on this shard however, from all my searching I could find no other server with as dedicated of a staff/community, that doesn't give out dumb incentives to vote or have cash shops and all the junk (most have trammel too, and other dumb stuff like no skill cap or statloss, etc). This server has been by far my fav server I've ever run across, I just wish the battlefield had more variety, but hopefully with the swing timer fix you'll see more types of players running around.
As it stands right now chasing down mages as a dexer causes serious problems as the stops give them constant chance to heal themselves and avoid the chance of you catching up and being able to swing beside them as they run, and if you have archery as a secondary when you equip it from melee there seems to be this long funky delay that definitely shouldn't be happening. Either way, I'm sure these things will be fixed in time, the sooner the better though, as it would likely encourage more people to play on the server who don't want to play the same tankmage build like everyone else and have a chance in a fight.
As it stands right now chasing down mages as a dexer causes serious problems as the stops give them constant chance to heal themselves and avoid the chance of you catching up and being able to swing beside them as they run, and if you have archery as a secondary when you equip it from melee there seems to be this long funky delay that definitely shouldn't be happening. Either way, I'm sure these things will be fixed in time, the sooner the better though, as it would likely encourage more people to play on the server who don't want to play the same tankmage build like everyone else and have a chance in a fight.
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Re: Some more details on combat and the era if possible :)
Hey, Grom, don't give up.
You see so many Hally-Mages because it's an unimaginative build, and requires little imagination to play against others with an equal lack of imagination; UOSA's emulation of GGS, combined with higher-skill-gain-rates in general, have also brought this build within reach of players who otherwise wouldn't have the patience and determination to complete it.
The swing-timer problem, as we hear, is in queue to be fixed: in my observations, it seems simply to have operated inconsistently: the on/off flags don't seem to always be getting tripped when they should; in any event, Derrick and the team are going to dress this up.
Spell-healing through poison seems to be partially broken: I've GHealed my own poisoned self but, the other day, poison blocked the GHeal I attempted to drop on someone getting PKed ... Again, we have to trust that Derrick will get these things sorted out.
When Dexxing v. a Hally-Mage, do what Matron DeWinter advised in the other thread (once swing-timers start working properly): in-his-face *ching**ching**ching*; if you aren't a Parry-er (or, even if you are, if you're talented enough with swapping equips ...), swap-in your own Halberd for the occasional, but very satisfying *kabash*; keep the unimaginative jerk on his toes; being able to think is not a weapon in his arsenal.
Macers can swap in a QStaff, for a barrage of *thumpity-thumpity-thump* that will wreak havoc on his stamina pool (this will panic some players, believe it or not, because they still don't carry an adequate supply of stamina potions ...); against lighter armors, the QStaff also achieves decent dps; yourself, watch out for the QStaff Mage-fighters ... they aren't Pearl-Harbour PKers, but they can knock the heck out of you, and your armor, in a prolonged duel.
I'm wondering about your total build: if you don't have at least 35 real points in Magery, you need to fix this; 35 real points on a pure Dexxer will give something like 37.5 skill, which will guarantee Circle4 scrolls (Recall), and allow you to occasionally use the Poison spell (not in PvP with any expectation of it not being Resisted; can be handy PvM, though), and reliably "start your day" with a Magic Reflection scroll (dumb PKers will Paralyze, or even Flame Strike, themselves, allowing you to get away, or turn on them and kill them: the Hally Mage is a fragile build, especially if a good portion of the mana dump has been wasted); even against a good PKer, MR will give you an extra second-or-two to fire off your Recall scroll/Runebook, if only because the precast was used for Magic-Arrow, rather than Paralyze/Flame Strike/EBolt).
Hiding and Tracking are 2 other skills useful to possess, without needing high skill factors. One of my own personal rules of thumb could be summarized thusly: if it doesn't max your own damage output and/or save your life in an ambush, don't GM it; put those real skill points elsewhere.
BTW, welcome to UOSA.
SS
You see so many Hally-Mages because it's an unimaginative build, and requires little imagination to play against others with an equal lack of imagination; UOSA's emulation of GGS, combined with higher-skill-gain-rates in general, have also brought this build within reach of players who otherwise wouldn't have the patience and determination to complete it.
The swing-timer problem, as we hear, is in queue to be fixed: in my observations, it seems simply to have operated inconsistently: the on/off flags don't seem to always be getting tripped when they should; in any event, Derrick and the team are going to dress this up.
Spell-healing through poison seems to be partially broken: I've GHealed my own poisoned self but, the other day, poison blocked the GHeal I attempted to drop on someone getting PKed ... Again, we have to trust that Derrick will get these things sorted out.
When Dexxing v. a Hally-Mage, do what Matron DeWinter advised in the other thread (once swing-timers start working properly): in-his-face *ching**ching**ching*; if you aren't a Parry-er (or, even if you are, if you're talented enough with swapping equips ...), swap-in your own Halberd for the occasional, but very satisfying *kabash*; keep the unimaginative jerk on his toes; being able to think is not a weapon in his arsenal.
Macers can swap in a QStaff, for a barrage of *thumpity-thumpity-thump* that will wreak havoc on his stamina pool (this will panic some players, believe it or not, because they still don't carry an adequate supply of stamina potions ...); against lighter armors, the QStaff also achieves decent dps; yourself, watch out for the QStaff Mage-fighters ... they aren't Pearl-Harbour PKers, but they can knock the heck out of you, and your armor, in a prolonged duel.
I'm wondering about your total build: if you don't have at least 35 real points in Magery, you need to fix this; 35 real points on a pure Dexxer will give something like 37.5 skill, which will guarantee Circle4 scrolls (Recall), and allow you to occasionally use the Poison spell (not in PvP with any expectation of it not being Resisted; can be handy PvM, though), and reliably "start your day" with a Magic Reflection scroll (dumb PKers will Paralyze, or even Flame Strike, themselves, allowing you to get away, or turn on them and kill them: the Hally Mage is a fragile build, especially if a good portion of the mana dump has been wasted); even against a good PKer, MR will give you an extra second-or-two to fire off your Recall scroll/Runebook, if only because the precast was used for Magic-Arrow, rather than Paralyze/Flame Strike/EBolt).
Hiding and Tracking are 2 other skills useful to possess, without needing high skill factors. One of my own personal rules of thumb could be summarized thusly: if it doesn't max your own damage output and/or save your life in an ambush, don't GM it; put those real skill points elsewhere.
BTW, welcome to UOSA.
SS
SighelmofWyrmgard wrote:FTFY.uosa44 wrote:For sale, by original owner:
1 Human Brain, never been used, only slightly damaged, still in original packaging.
$1, obo
SS
uosa44 wrote:The inability for this person to respond in such a crazy manner proves my point.